ℹ️ Select 'Choose Exercise', or randomize 'Next Random Exercise' in selected language.

Choose Exercise:
Timer 00:00
WPM --
Score --
Acc --
Correct chars --

F# Event Sourcing: Replay Aggregate Events

F#

Goal -- WPM

Ready
Exercise Algorithm Area
1(*@
2Replays a sequence of events to reconstruct the state of an aggregate.
3This function is crucial for event sourcing, allowing the current state
4to be derived from the historical log of changes.
5*@)
6let replayEvents (initialState: AggregateState) (events: list<DomainEvent>) : Result<AggregateState, string> =
7let rec applyEvent state event =
8match event with
9| :? ItemCreated as e ->
10if state.IsDeleted then Error "Cannot create item on a deleted aggregate."
11else Ok { state with Items = Map.add e.ItemId e.ItemData state.Items; Version = state.Version + 1 }
12| :? ItemUpdated as e ->
13if state.IsDeleted then Error "Cannot update item on a deleted aggregate."
14else
15match Map.tryFind e.ItemId state.Items with
16| Some _ -> Ok { state with Items = Map.add e.ItemId e.ItemData state.Items; Version = state.Version + 1 }
17| None -> Error "Item not found for update."
18| :? ItemDeleted as e ->
19if state.IsDeleted then Error "Cannot delete item on an already deleted aggregate."
20else
21match Map.tryFind e.ItemId state.Items with
22| Some _ -> Ok { state with Items = Map.remove e.ItemId state.Items; IsDeleted = true; Version = state.Version + 1 }
23| None -> Error "Item not found for deletion."
24| _ -> Error "Unknown event type."
25
26let rec foldEvents currentState eventList =
27match eventList with
28| [] -> Ok currentState
29| head :: tail ->
30match applyEvent currentState head with
31| Ok nextState -> foldEvents nextState tail
32| Error err -> Error err
33
34// Initial check for empty event list
35if List.isEmpty events then Ok initialState
36else foldEvents initialState events
37
38
39(*@
40Represents the state of an aggregate.
41*@)
42type AggregateState = {
43Items: Map<string, ItemData>;
44IsDeleted: bool;
45Version: int
46}
47
48(*@
49Represents the data associated with an item.
50*@)
51type ItemData = {
52Name: string;
53Value: int;
54}
55
56(*@
57Base type for all domain events.
58*@)
59type DomainEvent =
60| ItemCreated of ItemId: string * ItemData: ItemData
61| ItemUpdated of ItemId: string * ItemData: ItemData
62| ItemDeleted of ItemId: string
63
64(*@
65Example usage:
66let initialState = { Items = Map.empty; IsDeleted = false; Version = 0 }
67let events = [
68ItemCreated("123", { Name = "Apple"; Value = 10 });
69ItemUpdated("123", { Name = "Red Apple"; Value = 12 });
70ItemDeleted("123")
71]
72let finalState = replayEvents initialState events
73*@)
Algorithm description viewbox

F# Event Sourcing: Replay Aggregate Events

Algorithm description:

This F# code implements a core function for event sourcing aggregates. The `replayEvents` function takes an initial aggregate state and a list of domain events, then applies each event sequentially to reconstruct the aggregate's current state. This is fundamental for rebuilding an aggregate's state from its event history, a common pattern in systems that need auditability and temporal querying.

Algorithm explanation:

The `replayEvents` function reconstructs an aggregate's state by iterating through a list of `DomainEvent`s. It uses a recursive helper function `foldEvents` to process the event list. For each event, it calls `applyEvent`, which pattern matches on the event type and updates the `AggregateState` accordingly. The `applyEvent` function includes checks for invalid state transitions, such as attempting to create an item on an already deleted aggregate or updating an item that doesn't exist. The time complexity is O(N), where N is the number of events, as each event is processed once. The space complexity is O(1) for the state updates themselves, assuming the `Map` operations are amortized constant time, or O(M) if considering the size of the aggregate's data (M items). Edge cases handled include an empty event list, applying events to a deleted aggregate, and attempting operations on non-existent items. The correctness relies on the deterministic nature of event application and the comprehensive state transition logic within `applyEvent`.

Pseudocode:

function replayEvents(initialState, events):
  function applyEvent(state, event):
    if event is ItemCreated:
      if state is deleted, return error
      add item to state.Items, increment state.Version
    else if event is ItemUpdated:
      if state is deleted, return error
      if item not in state.Items, return error
      update item in state.Items, increment state.Version
    else if event is ItemDeleted:
      if state is deleted, return error
      if item not in state.Items, return error
      remove item from state.Items, mark state as deleted, increment state.Version
    else, return error

  function foldEvents(currentState, eventList):
    if eventList is empty, return currentState
    apply head event to currentState using applyEvent
    if applyEvent returned error, return error
    recursively call foldEvents with new state and tail of eventList

  if events is empty, return initialState
  call foldEvents with initialState and events